/* ScummVM - Graphic Adventure Engine * * ScummVM is the legal property of its developers, whose names * are too numerous to list here. Please refer to the COPYRIGHT * file distributed with this source distribution. * * This program is free software: you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by * the Free Software Foundation, either version 3 of the License, or * (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program. If not, see . * */ #include "engines/grim/grim.h" #include "engines/grim/set.h" #include "engines/grim/debug.h" #include "engines/grim/costume.h" #include "engines/grim/costume/sound_component.h" #include "engines/grim/imuse/imuse.h" namespace Grim { SoundComponent::SoundComponent(Component *p, int parentID, const char *filename, tag32 t) : Component(p, parentID, filename, t) { const char *comma = strchr(filename, ','); if (comma) { _name = Common::String(filename, comma); } } SoundComponent::~SoundComponent() { // Stop the sound if it's in progress reset(); } void SoundComponent::setKey(int val) { switch (val) { case 0: // "Play" // No longer a need to check the sound status, if it's already playing // then it will just use the existing handle g_imuse->startSfx(_name.c_str()); if (g_grim->getCurrSet()) { Math::Vector3d pos = _cost->getMatrix().getPosition(); g_grim->getCurrSet()->setSoundPosition(_name.c_str(), pos); } break; case 1: // "Stop" g_imuse->stopSound(_name.c_str()); break; case 2: // "Stop Looping" g_imuse->setHookId(_name.c_str(), 0x80); break; default: Debug::warning(Debug::Costumes, "Unknown key %d for sound %s", val, _name.c_str()); } } void SoundComponent::reset() { // A lot of the sound components this gets called against aren't actually running if (g_imuse && g_imuse->getSoundStatus(_name.c_str())) g_imuse->stopSound(_name.c_str()); } } // end of namespace Grim